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Commander primer

The Ur-Dragon

Swarm the board with discounted Dragons and turn every attack into a fistful of cards and a free bomb — then win it the way it's meant to be won, a sky full of Dragons swinging at once, while a 10/10 commander quietly runs a second clock underneath.

midrange B4 Optimized Archidekt ↗

Overview

The Ur-Dragon is a discount engine that pays you to attack. Its Eminence shaves off every other Dragon spell — and it does this from the command zone, so your Dragons are cheaper before you ever spend nine mana to cast the commander itself. Stack that discount with Sarkhan, Morophon, Dracogenesis, and Rivaz and the whole tribe deploys a turn or two ahead of curve.

That's the front half. The back half is the attack trigger: whenever one or more Dragons you control attack, you draw that many cards, then put a permanent from your hand onto the battlefield. A five-Dragon swing draws five and drops a free bomb — usually a Dragon you'd otherwise hardcast for seven, or an engine enchantment like Aggravated Assault. Each attack refills your hand and your board, so the next attack is wider, which draws more, which cheats more. Left alone, the deck snowballs out of control on its own attack step.

You win by attacking with a sky full of Dragons. That is not the fallback — that is the deck, and it's the reason to play it. In practice the games end with a wide flying board turned sideways, not with a combo turn. Build the board, hand every Dragon double strike with Atarka, add reach with Dragon Tempest's per-Dragon pings, and the table simply can't race a hand that refills itself every combat. Go wide, then go tall — that's the game you're trying to have.

Keep commander damage as a quiet second clock underneath it. You don't build around this, but you should always know the number, because it closes games the table forgot to count. Ur-Dragon is a 10/10 flier, so it's three unblocked connects on its own — with Atarka giving it double strike that's 20 in a single swing, and one point of anything else finishes it. Under Morophon naming Dragon it swings for 22, a one-shot commander kill, and Garruk's Uprising trample means a chump block doesn't save them. Usually this just means the player you've been hitting with the team is closer to dead than they realize — take it when it's there, but the wide attack is still the plan.

The deck also packs four explosive finishers, and they are real — but treat them as the games that end early, not the plan you steer toward:

Read the table, but bias toward attacking: durdle a slow pod under a mounting Dragon board and grind it out with card advantage, and take the Aggravated Assault turn when the pieces arrive rather than building your turns around finding them.

Colors: Green and Red are the pinch. Both sit around 26% of your pip demand and both run slightly under-sourced, while White is over-sourced (it carries protection and premium removal, which you need in smaller quantities). Green holds the ramp and the mana-Dragons; Red holds the combo halves and the cheat/haste package. A green-and-red opener is the one you want; a white-heavy hand short on those two is a mulligan.

Mulligan Guide

The keep question is "can you ramp into cheap Dragons and start swinging — and can you do something when they connect?" You are almost never hardcasting the commander early, and you don't need to: Eminence discounts your Dragons straight from the command zone.

Keep a hand that has both:

  1. Mana plus acceleration — two-plus lands with a dork, a rock, or a land-ramp spell, ideally with green and red sources (your two most-demanded, slightly under-sourced colors). A cost reducer (Morophon, Sarkhan, Fist of Suns) counts double here. Between two otherwise equal hands, take the one accelerating on a rock or a land-ramp spell over the one leaning on a dork — the dorks are the piece that most often isn't there when you need it.
  2. A payoff you can reach — early Dragons to cast, a cheat (Sneak Attack, Dracogenesis), a way to get Ur-Dragon attacking (Hellkite Courser), or a tutor to find one. A hand that ramps into nothing just durdles.

Snap-keep the explosive openers: fast mana into a cost reducer into a Dragon chain; a Sneak-Attack/Dracogenesis "cheat a bomb turn three" hand; or the EntombReanimate two-card line.

Mulligan all-lands, all-Dragons-no-mana, green/red-light hands, and hands holding your top-end with no ramp, no discount, and no cheat to deploy it. Free protection or a combo piece in the opener is gravy — it changes how aggressively you jam, not whether you keep. Don't keep a hand whose only plan is "cast a nine-mana commander and hope"; keep the hand that starts attacking with cheap Dragons and lets the trigger snowball from there.

Game Plan

The arc is ramp → cheap Dragons → attack and snowball, with combat or a combo as the finish.

Sequencing tip: the combos want the mana-Dragon (Ventmaw/Gnawbone/Copper) already attacking, so a clean line is to swing with it, use Ur-Dragon's trigger to cheat Aggravated Assault into play, then activate Aggravated Assault in your postcombat main phase.

How The Ur-Dragon actually works

The commander is not vanilla, and one ruling reshapes how you sequence every attack. Internalize it — it's where the deck gets misplayed:

Key Loops & Interactions

Combos

The combo web — 4 lines, shared pieces highlighted

~inf damage

Ancient Gold Dragon

Dragon Tempest

~inf colored mana

Aggravated Assault

Ancient Copper Dragon

inf colored mana

Old Gnawbone

inf combat damage

Savage Ventmaw

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Dragon Tempest + Ancient Gold Dragon near-infinite damageNeeds Ancient Gold Dragon does not have summoning sickness and cannot be blocked by an opponent

repeat

1. Deal combat damage using Ancient Gold Dragon.

2. Ancient Gold Dragon triggers, causing you to roll a d20 and create that many 1/1 Faerie Dragon creature tokens.

3. When the Faerie Dragons enter the battlefield, Dragon Tempest's second ability triggers that many times.

4. Resolve the first trigger, dealing damage to any target equal to the number of Dragons you control.

Ancient Copper Dragon + Aggravated Assault near-infinite colored mana

repeat

1. Deal combat damage to an opponent using Ancient Copper Dragon, triggering it, causing you to roll a d20 and create that many Treasure tokens.

2. Move to your postcombat main phase.

3. Activate a Treasure by tapping and sacrificing it, adding {R}.

4. Repeat step 3 until you have {3}{R}{R} or run out of Treasures.

5. Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.

Aggravated Assault + Old Gnawbone infinite colored manaNeeds You control creatures that can deal at least six combat damage that cannot be blocked by an opponent

repeat

1. Attack with the creatures to deal at least six combat damage to a player, triggering Old Gnawbone's ability, creating at least six Treasure tokens.

2. Activate five Treasure tokens by tapping and sacrificing them, to add {3}{R}{R}.

3. Activate Aggravated Assault by paying {3}{R}{R} to untap all creatures you control and to get an additional combat phase and an additional main phase after that.

Savage Ventmaw + Aggravated Assault infinite combat damageNeeds Savage Ventmaw does not have summoning sickness · An opponent is unable to block and kill Savage Ventmaw

repeat

1. Declare Savage Ventmaw as an attacker, attacking an opponent unable to block and kill it.

2. Savage Ventmaw triggers, adding {R}{R}{R}{G}{G}{G}.

3. Move to your post-combat main phase.

4. Activate Aggravated Assault by paying {3}{R}{R}, untapping all creatures you control and causing you to get an additional combat and main phase after this one.

All four combos live in the list. The two below marked infinite are true loops; the two marked burst / near-infinite don't loop forever but a single average roll is a game-ending payload.

Dragon Tempest + Ancient Gold Dragon — burst kill (fuller treatment)

The signature nuke, and the reason to attack with Ancient Gold Dragon rather than cheat it in.

  1. Attack with Ancient Gold Dragon and connect (it flies; usually unblocked). Its combat-damage trigger rolls a d20 and makes that many 1/1 flying Faerie Dragon tokens.
  2. Every token is a Dragon, and they all enter at once — so each one triggers Dragon Tempest's second ability ("whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control").
  3. X is counted as each trigger resolves, and all the tokens are already on the battlefield (ruling confirmed), so X is your full Dragon count for every one of those triggers.
  4. Math: an average roll of 10 makes ~10 tokens; with Gold, Ur-Dragon, and a body or two you're near ~13 Dragons — 13 damage × 10 triggers = **130**, enough to clear a full table at once. A rolled 20 is ~420. Point the pings at faces, or split some onto blockers.

Not a loop, but one connect ends the game. It must connect — cheating Gold in via Ur-Dragon or Sneak Attack (with no attack) produces no combat damage and no tokens; you have to swing with it. Terror of the Peaks adds a ping per token entering — the Faeries are 1/1s, so that's ~10 extra damage, not a doubling — and Roaming Throne naming Dragon rolls the d20 twice.

Savage Ventmaw + Aggravated Assault — infinite combats (fuller treatment)

The cleanest engine in the deck, because it keys off attacking, not connecting.

  1. Declare Savage Ventmaw as an attacker. Its trigger adds — six mana — and that mana persists through phase changes. Ventmaw does not need to connect or be unblocked to make the mana — it only needs to be declared. However, Ventmaw must survive combat so you can declare it as an attacker again in the extra combat step. If a blocker kills it, the loop breaks.
  2. In your postcombat main phase, pay for Aggravated Assault: untap all your creatures and get an extra combat phase followed by an extra main phase.
  3. Attack again — declare Ventmaw, add six more mana, net +1. Repeat for infinite combats, infinite attacks, and arbitrarily large mana.

The loop, at a glance:

six mana funds the activation, +1 net per loop

Declare Savage Ventmaw as an attacker

Ventmaw trigger adds {R}{R}{R}{G}{G}{G}

Postcombat main phase

Aggravated Assault: pay {3}{R}{R}

Untap all creatures + extra combat phase

Every extra combat is another Ur-Dragon attack trigger (draw a fistful, cheat a permanent), and with Atarka out the board hits for double. Infinite combats plus even a small Dragon team is lethal across the table.

Old Gnawbone + Aggravated Assault — infinite combats

Old Gnawbone: "whenever a creature you control deals combat damage to a player, create that many Treasures." Attack and connect for at least 5 combat damage → at least 5 Treasures → crack them for Aggravated Assault untaps and grants an extra combat → repeat. At exactly 5 damage it's mana-neutral (infinite combats); every point over 5 is surplus Treasure/mana. This one requires connecting — Gnawbone is a 5/5 flyer, so it alone getting through sustains the loop, and any other attacker's damage adds Treasures too.

Ancient Copper Dragon + Aggravated Assault — near-infinite combats

Ancient Copper Dragon: on combat damage to a player, roll a d20 and make that many Treasures (avg ~10). Crack 5 for Aggravated Assault → extra combat → Copper connects again for more Treasures. It averages ~+5 Treasures per loop, so it runs away — "near-infinite" because a cold run of low rolls with no banked Treasures could stall. Copper flies, so connecting is rarely a problem, and surplus Treasures bankroll the rest of your turn.